Update log
Full Devil Spire Falls update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- Store
- Fixes
As chosen by the Update Poll, the first part of the Fauna Update is up! It features not only a massive list of significant fixes and improvements, but also, and more importantly, DOGGOS! Wolves.
CHANGELOG
New Content & Features
New Animal: Wolves! Roaming the world in packs, or adopted into Settlements, these beautiful but deadly creatures are true carnivores, but can also be a big help if tamed, even if you cannot ride them (or can you?)
Added missing NPC Ask text for Werewolves
Added Time to Build to Building Menu's Construction description
Added new protections against save data corrupttion, by Lucio
New Lorebook by Lime: Meryl's Perils, describing some of the Mind Ailments
Optimizations & Balance Changes
Major optimizations on resource and scene/object loading (including rollback on previous bad change to Gather Spots). Please report any issues that might pop up!
Halved the spawn rate of Temple Dungeons temporarily to even their number with the other location types
The crafting Skill experience gained per item created is now also dependent on the total value of materials used
Changed the FOV Option step to 1 instead of 5
Destroyed the Nomad Spires
Game Systems & Mechanics
Devil Spires are no longer marked as fully explored when they appear, and must be travelled to
The death of an Item or Animal's Owner now no longer launders them. This means that Items stolen from dead NPCs, or killing them after the crime, will no longer unmark them as stolen. Also, Bandits now no longer own the Items they carry
Eating a corpse can no longer skip the process of marking the deceased as dead to the world
All characters that are killed are now immediatelly marked as dead to the world
Your mount is no longer affected by the Spellcasting Skill Vortex/Pushback Perk (to be moved to a Ring power soon)
Signs and shop banners' texts now have a subtle outline to help their readability when the wood they're made of is too dark
Improvements
Slightly better distributed History text entries for years when generating worlds
Reduced the transparency of Building-place models to make positioning them easier
Other misc fixes and improvements
NPC & Animal Behavior
Increased the time, and its variance, between NPCs going inside houses while you're inside, and made sure they always walk forward when they enter
Fixed a bug that stopped Animals from gaining Disposition when eating dropped Items
Carnivore and Omnivore Animals won't attack living creatures to feed if they're owned by someone
Omnivore Animals now only have a chance to fight instead of flee when they encounter Monsters
Animals now notice when another of the same race is attacked, and react accordingly (fight or flight based on diet)
Animals are now way less tolerant of being attacked
Animals no longer run away or fight unconscious Monsters and Bosses
Fixed beasts power attack animations after the lunging part
Better hitboxes for Horses during knockdown->standup
Who owns the Animal is now shown in their Feed/Items Menu
Monsters can now detect you if you're a Goblin, but they'll simply choose to stare instead of attacking you on sight
Fixes
Fixed minor bug when hitting grasses and other non-collider objects with Gravity or Telekinesis Effects
Fixed specific bug that failed to delete Items, specially ones that spoil to nothing
Fixed broken meshes in Cave climb spaces
Fixed a snag that made Temple Dungeons smaller than intended by replacing Up or Down Rooms, that it doesn't use, with flat equivalents
Fixed the grave mistake of naming Vases Jars
Fixed half-incorrect names of places when creating Spells/enchanting
Source
